Today's patch is mainly focused on improving the map in 'long mode'. There's no gameplay changes here, only visual changes: - A new overhead view makes it so you no longer need to move the camera around. - Unimportant or irrelevant information has been de-emphasised. - (higher difficulties) It should now be clearer which nodes are consumed.
Features: - The card 'Clot' now works with the 'double damage' and 'triple damage' upgrades
Fixes: - The order in which buffs/debuffs apply was backwards. Should be left to right, not right to left. This has been fixed. (Relevant bug: The enemy 'Revenge' should now interact correctly with the "Total Obscurity+" debuff) - Fixed 'Hurl' dealing more damage than intended. - Fixed Diesel and similar cards not giving energy before an extra turn has passed. - Fixed a case where the game would softlock when trying to remove a card from your deck.
So, folks, we're live on Steam :). Not a significant achievement in terms of the art of creating Visual Novels, but a significant personal achievement for the creator, given that it's pretty much just one person (who did get a bit of help here and there though ;)), and their first ever Steam release. Hopefully you enjoy this little short story.
Watch the replay of our weekly stream. This week, we played stages submitted by the community, including a colossal water hourglass (Clepsydra), an air hockey stage, and more. Catch our weekly stream and share your stages with us so we can play them live! Watch this week's replay here!
We stream HUMANITY weekly, usually on Wednesdays at 4 pm Eastern / 1 pm Pacific time. Stay tuned to our News posts on Steam to know precisely when we're streaming that week. We play through user-created stages, STORY MODE, and talk to other HUMANITY fans and content creators. Join the chat and hang out with us on our Twitch or YouTube channels.
The playtest of an early Alpha build is open! You can now play the first half of Cognition Method through the G.Round platform. Everyone can join this playtest and provide bug reports and valuable feedback that will shape the future of our game.
A short note about the platform: on G.Round you earn G.Points for participating in the tests and providing feedback (like filling out a 10-question survey). If you do enough tests, you will be able to use G.Points to buy gaming gear.
We are not sure if we can provide the direct link here on Steam so you can investigate the details yourselves.
A small reminder: currently, Cognition Method has a short demo on Steam, but we’ll launch a Beta Playtest right here, on the Steam platform. This will happen around the middle of April: as soon as we fix all found bugs, address all of your feedback, and add everything that was missed in the game.
We have a quick and exciting update to talk about. 1.29 features new zombie models, setting home improvements, hotkeys and quite a few fixes. A quick thanks for all the help and direct contact via Discord over the last couple of weeks. You have all been a massive help as Jay tackles some of our long standing issues and begins to put a polish on STN :)
New Zombies Introduction
1.29 features a couple of new zombie models. We now have a really nice variety of dead things walking around. This is just the beginning of the new model introduction and 1.30 will feature some really unique zombies and new zombie mechanics including tank zombies and area based zeds. For 1.29 we’ve introduced a new female zombie and a couple of new male models.
New Zed Lineup
Zombies/AI
NEW improved zombie types.
Zombies no longer attack vehicles that have no players nearby.
Zombies are now cleaned up in a slightly larger range when the player spawns in.
AI that is hit with a vehicle is now always harvestable.
Hotkeys in Inventory
A nice quality of life improvement in 1.29 are inventory hotkeys. Players can how hover over items and use (by default) q, w and e as hotkeys. With these hotkeys players can hover over an item, hit a the respective key and jump directly into placement mode along with being able to either consume/use and drop the item. This is another improvement to the UI system and the inventory itself, making gameplay a bit smoother. Keep an eye out for more UI changes in coming builds ;)
Hotkey Place (W)
Hotkey Drop (Q)
Hotkey Consume (E)
Added hotkey functionality to the inventory for Dropping, moving, placing and using.
Homes Anywhere!
A much requested feature has been added, setting homes anywhere. This will allow players to set homes out in the wild, without the structure requirement. This also allows players to set homes inside stripped out RV’s making a nomadic lifestyle far more achievable.
Setting home in RV
Setting home in the wild
We’ve also attended to some issues like not being able to move or jump around crafted furniture and that annoying issue where the mouse cursor wouldn’t unlock after you died.
Homes can now be set in/on vehicles.
Homes can now be set outside of structures.
Fix for cursor not always unlocking correctly when player dies
Fix for not being able to jump near crafted furniture
PvP Improvements
We have nerfed some of the overall damage dealt by bullet penetration and more importantly the damage done by explosions. This has been a thorn in the side of many players and we thought we would get it sorted here. We plan on fleshing out some more PvP issues in coming builds.
Explosion Damage
Reduced bullet penetration overall.
Reduced explosion effects on fortification and free placed items overall.
Damage fall off from explosions now correctly affects pickups.
Added checks to reduce damage when there are building walls between explosion and items being damaged.
1.30 Tease
As mentioned above we plan on introducing some new zombie mechanics. Including tanks and location based zombies. This will include police zombies in the prison and police stations on the island. This will allow for some really unique gameplay experiences along with the ability for players to create unique scenarios.
Community Spotlight
We’ve had some great content come in from all kinds of folks, some on our discord, some on YouTube and our workshop. With every update we’ll try to feature some community content for everyone to check out.
Screenshot of the Week This week's screenshots come from a few of Discord regulars: @Rouge Turtle's bad ass Cricket, @Randy's RV gate and @Snail Tax Informer's fantastic nomad base :)
Rogue Turtle's Cricket 1
Rogue Turtle's Cricket 2
Randy using the RV as a gate
Snail Tax Informer's nomad base 1
Snail Tax Informer's nomad base 2
Land Ahoy!
You will all likely notice a new massive chunk of land off the north east corner of the map. This will be the future home of our new POI. Not too many details to share at the moment other than the fact it’s gonna be a friggin' military base with super awesome rewards and a massive tunnel system!!! I shouldn’t have said that but how many of you have actually read this far into the blog? ;)
What’s this?
Patch Notes - 1.29
Storage
Fixed container item duplication glitch.
Increased health of crafted furniture, storage and crafting benches
Vehicles
Alarms no longer sound when punching your owned vehicle.
UI
Health of crafted furniture now visible in the hover
World save's "Last play/edit" time now updates correctly.
Improved user report submitting
Environment
Added peninsula to north east section of map.
Assets
Added various military base assets.
Dedicated Servers
Windows dedicated servers installed via steamcmd now working again correctly.
Fixed servers warning/errors from the player.log
Admin
Given vehicles now contain all engine/wheel parts.
If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)
We’ve just dropped a hotfix which address some of the issues that have arose since the release of the Decayed Hope mid-sector update. For full details, check out the patch notes below:
QUALITY-OF-LIFE UPDATES:
Burster Guard: We’ve improved the animation/VFX of the Burster’s reload state. It should now be clearer to Raiders when the guard is reloading after firing.
UI: The “Hold” button visuals have been updated to improve visual distinction between press actions and similar press & hold actions.
BUG FIXES:
COLLISION:
We have fixed an issue causing collision found at the top of wedges to make it difficult for both Raiders and AI to navigate up inclines.
TRAPS:
We have fixed an issue causing Death Blossom mines to sometimes appear misplaced for the co-op guest.
Fixed an issue causing the Death Blossom to emit an explosion VFX when destroyed by melee weapons.
Fixed an issue causing Death Blossom mines to appear invisible when blocked from spawning.
Fixed an issue causing the Death Blossom to have incorrect bedrock visuals when a Second Wave Mod is applied to it in the Dreadshore, Shattered Peak and Decayed Hope environments.
Fixed an issue causing a framerate drops to occur when an Outpost has a high number of Death Blossom traps and mines.
MISCELLANEOUS:
We have fixed an issue causing the “No Quarrel With You” acheivement to not unlock when meeting the requirements.
Fixed an issue sometimes preventing Daily Challenges from correctly being claimed or rewarding an incorrect amount of Expeditions points.
Fixed an issue preventing Tutorial #5 from being successfully completable.
Fixed an issue causing blood decals from Assassin kills to sometimes float above the ground.
Fixed an issue causing the Harvester to appear alive for the client, once killed.
In the previous update, we mentioned how our shared experience playing with LEGO as kids was the main inspiration for Cataclismo. Most of the team grew up stacking blocks with no limits but their imagination, and we tried to turn that experience into a fully-fledged video game.
As a result, Cataclismo’s core mechanic and main appeal is its brick-by-brick building. But how does it exactly work?
Build fortresses brick by brick
If you’re reading this, you know that Cataclismo lets you build an entire stronghold one brick at a time. With plenty of materials and countless types of pieces, players can raise their citadel as they see fit.
Different pieces, different endurance
Not all blocks are the same, though. Stone pieces are stronger than other materials as they have a higher base health, and there are even tiers within that category. A simple stone block has 105 HP, a merlon has 82 HP, and a wider brick has up to 287 HP on the maximum toughness level. But wait, what’s toughness?
A tough nut to crack
Stone pieces benefit from a stat named toughness. Toughness makes pieces increase their maximum health as the player builds high walls, with up to 3 different levels of robustness that can also be perceived visually.
A quick, useful way to increase toughness as well as add extra range to your units’ attacks is putting a merlon on top of your structure, which will increase the toughness in one level.
Falling isn’t failing
Even the sturdiest walls can be demolished. If support blocks happen to be destroyed, the structure will fall. The good news is that they will damage the horrors below!
Mix and match blocks
The optimal way of building a tough wall is to combine bricks vertically and horizontally. If your structure has several points of support, losing one block won’t cause an instant collapse.
But most importantly…
Build with your units in mind!
Create space to make the most out of your troops and receive some juicy bonuses. Take the wall that Barry shared on our Discord as an example. There’s a spot for lobbers and a different one for bowmen, both performing better at distinct heights.
I could be writing about our brick-by-brick mechanics all day, but you better start practicing with them in our free demo. And if you have a chunky wall you’re proud of, feel free to share it on Discord!